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Battlestar Galactica Pen and Paper RPG

gerbalblaste writes "Margaret Weis Productions, Ltd. has reached an agreement with Universal Studios Consumer Products Group to produce roleplaying game products based on the enormously successful, critically-acclaimed television series, Battlestar Galactica. Weis' company is known primarily for the recent release of the Serenity Role-Playing Game. From the article: 'The game book will be a full-color hardcover book featuring still images from the series as well as original artwork. It will provide rules for play, character creation, and information about the ship and crew of Galactica as well as the other main characters from the show. A Quickstart Guide will be released in early 2007 with the core product premiering in the spring. Additional products will closely follow the release of the core product. The entire line will be supported by an interactive website. Jamie Chambers (Dragonlance Campaign Setting, Serenity Role Playing Game) is helping lead a team of writers and designers dedicated to re-creating the excitement, drama, and danger of the groundbreaking television series.'"

6 of 46 comments (clear)

  1. License RPGs... by aapold · · Score: 4, Insightful

    I love the show, but I'm always leery of license RPGs... A good movie or tv show is not necessarily a good reason or setting for an RPG.

    In particular here, with the story not yet resolved, the GM would have to basically invent the motives/reasons for things that we don't know yet. Nothing wrong with that except that it will likely be proved false as we continue to watch the show. We know who the cylons are. So right off the bat you'd have to start changing show canon if you want any suspense on that account.

    Also, the setting is rather in where you can be, either on the fleet or maybe a resistance force back on the colonies. Ok, those are entire planets, so maybe there is more potential there.

    Your bestiary is likewise fairly limited, you have centurion, raider, biocylon and from there you have to start inventing stuff.

    The licensed RPGs I've enjoyed best were ones that had a wealth of material to turn to as well as a resolved story but had large sections of it with time and places where little was known. I liked Iron Crown's Middle Earth RPG (MERP). I didn't care for the first Babylon 5 RPG. The serenity one... is better I suppose, but at least has the wide open solar system where lots of things go on that are outside the scope of what we saw on the show. BSG tends to pretty much account for everyone, there are
    That being said I may well end up getting this anyway. Often times these RPGS are more useful as sources of background material, especially if they can get some collaboration from the show's creators on the content. Just not sure I'd run it.

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    1. Re:License RPGs... by Thansal · · Score: 3, Insightful

      (note everything in here is my oppinion and is obviously subject to exeptions)

      The keys to a licensed RPG being worth anythign are these:

      1) Starting with a large, well developed, world (universe in this case, I know nothing about BSG as I havn't watched TV in years, so I can't comment).

      2) Fleshing out stats and mechanics that will make the gameplay (be it combat, interaction, space flight, technology, etc) FIT with the feel of the original.

      3) The ability to remove your players from the main story line.

      4) The ability to create adventures in the world, that feel like they came form the show, with out destroyign canon.

      5) A clearly defined time/space that your game takes place in (Is this pre/post *** important event? Will the PCs know about said event?)

      3&4 are a mix between the DM's skill and how the sourcebooks are put together.

      3 is obvoiusly where most poeple will have issues also, everyone wants to be PART of the story, but that is next to impossible in most cases, especialy as the people who are likely to be playing these games are fans of the show, and thus all have differing oppinions on just WHAT is correct, what should/should not happen, etc etc. It is alot easier to ignore canon in a game like Shadowrun or DnD as most people are not THAT fammiliar with the specifics of the world.

      An exelent example of this is looking through the StarWars books/RPGs/video games (I am ignoring the games that are just clones of the movies in this case).
      They stick to how the world works. They tend to stay away from the main plots, or focus on the effects of the main plot with out trying to mess with them. Even when they come up with new creatures/races, they fit in with the SW universe.

      ummm, yah, my .02

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    2. Re:License RPGs... by jimstapleton · · Score: 2, Insightful

      I agree, it's good to have a resolved storyline before making an RPG from a media form (book/tv/etc). If something hapens in the main story line that is mutually exclusive with something in your storyline (or vice versa) it tends to annoy people, depending on your group.

      However, a creative GM can work with just about any world to make a game work, so the somewhat limiting scope of BSG could still have lots of fun games in it - in the back of my mind I can think of a few interesting things. The trick is to set the game in an interval BEFORE the current setting, and don't let the players play any of the main characters.

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  2. Leery by CableModemSniper · · Score: 2, Insightful

    I flipped through the Serentity RPG, the game mechanics seemed to leave a little to be desired. I wonder how much play testing games like this get?

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    1. Re:Leery by Bieeanda · · Score: 3, Insightful
      I'm leery too. As far as I'm concerned, Weis' only claim to fame is the interminable Dragonlance series; just because she can co-author middle-school book-report fodder, and has ostensibly played tabletop RPGs, doesn't mean that she has any skill or talent in designing the damn things.

      Besides that, as much of a geek and fanboy as I am, I've never encountered a particularly good TV-licensed RPG. From FASA's Star Trek to Babylon 5, they typically suffer from two major flaws: First, a relative lack of usable, canonical information. Sure, there's a lot of raw data from a show like Doctor Who or Star Trek, but by and large it's cruft, filled with silly minutiae or one-shot enemies and technologies. Second, the systems are usually abysmally designed: The B5 RPG (printed in glossy colour) made heavy use of colour coding in its character sheets years before colour photocopiers were widely available, for example.

      I wonder how much play testing games like this get?
      I suspect very little, maybe some in-house testing and whatever they can inflict on local cons and geeky friends. A lot of this stuff seems to develop from house rules or desperate attempts to ape-while-defying D&D, and tends to miss the point when it comes to actual playability vs. internal gimmickry. What really gets me though, is why the Hell didn't they just license this under D20? I guarantee that when most geeks think Weis, they think Dragonlance (or crap), and when they think Dragonlance, they think D&D (or... yeah). Given the overlap between gamers and sci-fi geeks, Weis' previous association with D&D, and the fact that D20 is the thousand pound gorilla in a market that is always difficult to succeed in, that should have been a no-brainer.
  3. RPGs that follow movies have their issues by Opportunist · · Score: 4, Insightful

    RPGs in famous movie settings have to deal with a serious problem. The expectation and their inability to live up to it.

    In a movie, you see heros. Those heros are virtually invulnerable and most certainly immortal. Sure, they have their shortcomings and quirks, and sometimes they're just plainly dumb, but they usually come out of "are you effing nuts" risks with but a scratch. They're the best pilots, the best marksmen and of course they always know the wittiest riposte to any kind of insult.

    And, most of all, they have a plot to follow, and when they find out something, it's interesting to watch. And that's where it gets tricky most of the time.

    Imagine there's something wrong with the ship. Engines don't start. In the show, you see engineers run around the ship doing "diagnosis". You see pretty animations of some kind of leaks or some anomaly and you hear the engineers sprout technobabble what it is. Usually some deus ex machina solution that fixes the plothole just in time to save the show, something you, the spectator, couldn't even come up with because you simply have no idea that this or that actually worked that way.

    How do you project that into an RPG? Trying to find out what kind of plot the GM has in mind, what kind of "technological" answer he has for the problem? Usually, it's done with a roll, you find the reason, you solve it. Not fun.

    Then there's the plot problem. Galactica deals to some not too small extent with space combat and action elements. This is fun to watch. It's just not fun to play, at least not in a standard table top RPG setting, because it usually comes down to pure chance and luck, the roll of the dice, whether you succeed or fail. There's only so much "tactics" you can employ when facing a foe in the middle of nowhere in space if all you can announce is pretty much "I'm gonna target the second cylon bomber on the right".

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